Rime: May Progress Report

Just a few updates. As read in my previous post, security is something I take very seriously as a developer, and I was going to allow plugins to run unrestricted until the beta. Luckily with enough debugging and trial and error, I finally got proper locked down sandboxed plugins that can be loaded from any directory! With that being said as well, I have resolved issues with the internal messaging structure for Rime as well as changed the way that plugins function. I also will be updating the example plugin git repository.

Fixes:

Overhauled and fixed internal communication of all parts of Rime

Fixed loading of plugins

Implemented plugin security sandbox

Cleanup of old code, refactored entire plugin system

Removals:

Removal of SharpDX and all DirectX 11 related mesh rendering

Removal of IPlugin interface.

Implementations:

Moved all plugin logic and abstract classes to a common module (RimeCommon)

Moved most message logic and listeners to a common module.

Setup an OpenGL based renderer to replace SharpDX. Proof of concept finished.

Also I’m moving, so there may not be any work done until I find a place to live. Peace.